public override void Reset()
 {
     vector3Variable = null;
     maxLength       = null;
     everyFrame      = false;
     updateType      = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
 }
Example #2
0
        public override void Reset()
        {
            gameObject = null;
            position   = null;
            // default axis to variable dropdown with None selected.
            x = new FsmFloat {
                UseVariable = true
            };
            y = new FsmFloat {
                UseVariable = true
            };
            z = new FsmFloat {
                UseVariable = true
            };

            quaternion = null;

            euler = new FsmVector3 {
                UseVariable = true
            };
            xAngle = new FsmFloat {
                UseVariable = true
            };
            yAngle = new FsmFloat {
                UseVariable = true
            };
            zAngle = new FsmFloat {
                UseVariable = true
            };


            everyFrame = false;

            updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
        }
 public override void Reset()
 {
     getInfo    = TimeInfo.TimeSinceLevelLoad;
     storeValue = null;
     everyFrame = false;
     updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
 }
Example #4
0
        public override void Reset()
        {
            gameObject = null;
            position   = null;
            everyFrame = false;

            updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
        }
 public override void Reset()
 {
     vector       = null;
     magnitude    = 1;
     failureEvent = null;
     updateType   = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
     everyFrame   = true;
 }
 public override void Reset()
 {
     fromVector = new FsmVector3 { UseVariable = true };
     toVector = new FsmVector3 { UseVariable = true };
     storeResult = null;
     updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
     everyFrame = true;
 }
Example #7
0
 public override void Reset()
 {
     float1      = null;
     float2      = null;
     operation   = Operation.Add;
     storeResult = null;
     everyFrame  = false;
     updateType  = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
 }
		public override void Reset()
		{
			gameObject = null;
			targetObject = null;
			maxSpeed = 10f;
			finishDistance = 1f;
			finishEvent = null;
			updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
		}
 public override void Reset()
 {
     gameObject     = null;
     targetObject   = null;
     maxSpeed       = 10f;
     finishDistance = 1f;
     finishEvent    = null;
     updateType     = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
 }
Example #10
0
		public override void Reset()
		{
			vector1 = null;
			vector2 = null;
			operation = Vector3Operation.Add;
			storeVector3Result = null;
			storeFloatResult = null;
			everyFrame = false;
			updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
		}
Example #11
0
 public override void Reset()
 {
     vector3Variable = null;
     addVector       = new FsmVector3 {
         UseVariable = true
     };
     everyFrame = false;
     updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
     perSecond  = false;
 }
 public override void Reset()
 {
     float1      = 0f;
     float2      = 0f;
     tolerance   = 0f;
     equal       = null;
     lessThan    = null;
     greaterThan = null;
     everyFrame  = false;
     updateType  = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
 }
Example #13
0
		public override void Reset()
		{
			gameObject = null;
			vector = null;
			x = null;
			y = null;
			z = null;
			space = Space.World;
			updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
			everyFrame = false;
		}
 public override void Reset()
 {
     fromVector = new FsmVector3 {
         UseVariable = true
     };
     toVector = new FsmVector3 {
         UseVariable = true
     };
     storeResult = null;
     updateType  = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
     everyFrame  = true;
 }
Example #15
0
 public override void Reset()
 {
     base.Reset();
     GameObject     = null;
     Spline         = null;
     SetOrientation = true;
     UseCache       = false;
     Position       = 0;
     Space          = Space.World;
     PositionMode   = CurvyPositionMode.Relative;
     Clamping       = CurvyClamping.Clamp;
     everyFrame     = false;
     updateType     = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
 }
        public override void Reset()
        {
            fromFloat = new FsmFloat {
                UseVariable = true
            };
            toFloat = new FsmFloat {
                UseVariable = true
            };

            interpolation = LerpInterpolationType.Linear;

            storeResult = null;
            everyFrame  = true;
            updateType  = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
        }
 public override void Reset()
 {
     vector3Variable = null;
     vector3Value    = null;
     x = new FsmFloat {
         UseVariable = true
     };
     y = new FsmFloat {
         UseVariable = true
     };
     z = new FsmFloat {
         UseVariable = true
     };
     everyFrame = false;
     updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
 }
Example #18
0
        public override void Reset()
        {
            gameObject = null;
            vector     = null;
            // default axis to variable dropdown with None selected.
            x = new FsmFloat {
                UseVariable = true
            };
            y = new FsmFloat {
                UseVariable = true
            };
            z = new FsmFloat {
                UseVariable = true
            };
            space      = Space.Self;
            everyFrame = false;

            updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
        }
Example #19
0
        public override void Reset()
        {
            base.Reset();
            gameObject = null;
            quaternion = null;
            vector     = null;
            // default axis to variable dropdown with None selected.
            xAngle = new FsmFloat {
                UseVariable = true
            };
            yAngle = new FsmFloat {
                UseVariable = true
            };
            zAngle = new FsmFloat {
                UseVariable = true
            };
            space      = Space.World;
            everyFrame = false;

            updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
        }
 public override void Reset()
 {
     float1 = 0f;
     float2 = 0f;
     tolerance = 0f;
     equal = null;
     lessThan = null;
     greaterThan = null;
     everyFrame = false;
     updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
 }
        public override void Reset()
        {
            gameObject = null;
            vector = null;
            // default axis to variable dropdown with None selected.
            x = new FsmFloat { UseVariable = true };
            y = new FsmFloat { UseVariable = true };
            z = new FsmFloat { UseVariable = true };
            space = Space.Self;
            everyFrame = false;

            updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
        }
 public override void Reset()
 {
     getInfo = TimeInfo.TimeSinceLevelLoad;
     storeValue = null;
     everyFrame = false;
     updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
 }
 public override void Reset()
 {
     float1 = null;
     float2 = null;
     operation = Operation.Add;
     storeResult = null;
     everyFrame = false;
     updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
 }
        public override void Reset()
        {
            fromFloat = new FsmFloat { UseVariable = true };
            toFloat = new FsmFloat { UseVariable = true };

            interpolation = LerpInterpolationType.Linear;

            storeResult = null;
            everyFrame = true;
            updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
        }
 public override void Reset()
 {
     gameObject = null;
     vector = null;
     x = null;
     y = null;
     z = null;
     space = Space.World;
     updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
     everyFrame = false;
 }
 public override void Reset()
 {
     vector1 = null;
     vector2 = null;
     operation = Vector3Operation.Add;
     storeVector3Result = null;
     storeFloatResult = null;
     everyFrame = false;
     updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
 }
 public override void Reset()
 {
     vector3Variable = null;
     addVector = new FsmVector3 { UseVariable = true };
     everyFrame = false;
     updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
     perSecond = false;
 }
 public override void Reset()
 {
     vector3Variable = null;
     maxLength = null;
     everyFrame = false;
     updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
 }
 public override void Reset()
 {
     vector = null;
     magnitude = 1;
     failureEvent = null;
     updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
     everyFrame = true;
 }
        public override void Reset()
        {
            base.Reset();
                        gameObject = null;
            quaternion = null;
            vector = null;
            // default axis to variable dropdown with None selected.
            xAngle = new FsmFloat { UseVariable = true };
            yAngle = new FsmFloat { UseVariable = true };
            zAngle = new FsmFloat { UseVariable = true };
            space = Space.World;
            everyFrame = false;

            updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
        }